Couldn't say with any certainty. Some clipping may not be very noticeable if you're not listening for it, so it's possible FMod doesn't do anything and it's just not bad enough to be readily apparent. Or possibly FMod implements a limiter differently, in a way that allows the output to be a bit louder than OpenAL while allowing a bit more distortion through. But these are just pure guesses, I'm not familiar with FMod's output.

Remember that quake bug that I posted and it was sound format related? What should I do, wait for the next stable version or convert those .FLAC sounds in the gzdoom.pk3 file to .WAV in the meantime? Because I did that test now and it worked...

The crash has been fixed in the repo so it's just a matter of time before a git build with the fix appears. However, with something that can crash "out of the box" with stock resources I suspect an official bug fix release is likely soon too.

Graf, if there's going to be a bug fix release soon, it may not be a bad idea to update OpenAL too. The version you built has a small bug that can cause switching reverbs to still "click". It's not a huge issue, and it is better than it was prior to the update, but there was a fix to get rid of it completely.

Graf Zahl wrote:The 64 bit version of OpenAL I compiled myself from the current Git repo. For 32 bit this did not work, because I was unable to build it with the XP toolset so this is still the official one.

macOS Intel release was built with the latest commit at the moment.I'm not aware of any problems with it although I'm testing 64-bit only.Most likely Graf made OpenAL DLL at the same commit for 64-bit Windows version but for 32-bit yours 1.17.2 is used.

Graf Zahl wrote:The 64 bit version of OpenAL I compiled myself from the current Git repo. For 32 bit this did not work, because I was unable to build it with the XP toolset so this is still the official one.

Not sure what the state of XP support is. I know I've occasionally run into some functions that require Vista or newer, but I thought I avoided them or worked around them in some way. I can't think of anything specific that should cause it to fail for XP, what was the problem?

What toolchain are you using to make binary packages for Windows?

I use MinGW-w64 to build the Windows binaries (both the 32-bit and 64-bit builds).

Graf Zahl wrote:The problem was that CMake threw an error when trying to generate a project with the XP toolset:

...

Which is weird because ZDoom works.

Unfortunately I don't know all that much about the way CMake and MSVC interact. Did you have to do anything particular to make CMake recognize MSVC when you first configured 32-bit ZDoom? The compiler would be cached for subsequent builds, so any manual tweaking would've only needed to be done once, but would need to be done again for a completely fresh build of something.

FModEx is gone. Period. Aside from the license I have genuine issues with using a library that is no longer supported. It also had a bug with Ogg decoding that caused a few mods to break in its most recent versions.

While FModStudio was somewhat operational, it wasn't fully - and with its API still being unstable it's a very unappealing choice. These days I am unable to compile any older ZDoom from before the time that the sound backend was made optional without first hacking the source to manually disable it.

The 'sounds coming out softer' is probably just the lower volume. You have to turn up the volume slider a bit to compensate for that (and like I said earlier, setting the slider to 1 is not what should be done in the first place because it kills all headroom you need for more dynamic sound.)

Graf Zahl wrote:The 'sounds coming out softer' is probably just the lower volume. You have to turn up the volume slider a bit to compensate for that (and like I said earlier, setting the slider to 1 is not what should be done in the first place because it kills all headroom you need for more dynamic sound.)

I am at 100% volume in Windows, full volume on the slider in GZDoom, and full volume on my headphones slider. I even use the Powerful preset in my speaker properties. Everything is max and using OpenAL still ends up being too quiet for my tastes and nowhere near as clear as FMOD is for me now. Unless the version of OpenAL with (now) older GZDoom was defective or had bugs... was there anything wrong with OpenAL included with 2.2.0? It's the same DLL... lol.